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Mallow Moveset.

Gedennnnn

Smash Journeyman
Joined
Nov 15, 2006
Messages
373
Location
Glendale, AZ
Here it is. The reason for his fluctuating weight is cause a lot of people say he can't jump because he couldn't in SMRPG and a lot of other people said he could because hes a cloud. I couldn't choose so I tweaked it to my liking.


MALLOW MOVE SET

Stats:

-Weight = All weights. (Go to his up special for a better description.)

-Speed = Runs about as fast as Bowser used to.( In Melee not brawl)

-Jump = Mallow has 3 but since hes so heavy they work like a metal Kirby until he loses some water weight. (Go to his up special for a better description.)

-Recovery = His jumps don't do much for recovery but his Up Special helps a lot.

____________________________________________


NEUTRAL A ATTACKS

A = Jab - Simple punch. About 5%

AA = Jab Hook - 10%

AAA = Jab Hook Double Punch (Timed Hit) - 20%

Dash = Runs with both fists extended knocks them down and the tramples them. 13% for the fist then 2% for each trample. 25 percent if you get all the tramples but its easy to DI out of.

TILTS

^ Tilt = Over Head Palm - Good for juggling. Does about 8 to 12%

v Tilt = Splits - Just a simple little split kick. Pretty good knockback not enough to kill though. About 12%

> Tilt = Jolt Punch - Its like Gannons Palm attack (Not sure if its his Neutral A or his > tilt) but does decent knockback at higher percents. It zaps about 3 times and does about 9%. 3% per zap

SMASHES

^ Smash = Cymbols - Music Notes also comes out and kind of act like little projectiles that don't move but only if you do the timed hit. A lot of knock from a direct hit from the cymbols. Minimal knockback from the Notes. About 16 to 25%. Notes are timed hits 3 to 5% from a note.

> Smash = Sonic Cymbols -Bigger cymbols than the up smash ones. Good killing move. Amazing knockback. About 25% without the timed hit and 35% with it.

v Smash = Ribbit Stick - Hits once then again on the side that has the closest enemy. It only hits twice if you do the timed hit. It bounces them off the ground and sets up good combos like a lot of things about 14 to 34% on each side. Its pretty fast move.

SPECIALS

v Special = Snowey - Drops a lot of big snowflakes that can spike and keep you bouncing off the ground back into another one. You can stall in the air for a few seconds with no horizontal movement Only works in air. Does a lot of damage each snowflake is about 5% and can do an upwards to about 27% depending on how many hit you. Sucks you in but can be DI'd out of. them for a while not much knockback.

> Special = Frog Coin Throw - Mallow gets a Frog Coin when he gets a K.O. They have a lot of start-up time (ala Gannon's Punch) and if its interrupted he can't do it again until he gets another K.O. You can only have one coin at a time. Once he gets a coin out you can throw it at who ever. Its basically a Hammer Head. Does ridiculous knock back and sure to K.O. at lower percentages. Does about 34%. Can't be caught, but it can be reflected and absorbed. (PSI Magnet)

^ Special = HP/Acid Rain - Can be held for a long time (About 5-7 seconds) and propels you upward till you let go. Drops waterdrops really slowly that replenishes your health by about 3% each. In other words a lot comes out but it just falls really slowly. Its slow so you can cancel into it but anyone can take your HP Rain. Now the acid rain acts the same but has a bunch of knock back. It'll K.O. anyone with 80 or more percentage. Still heals though. Its random which one you'll get but the Acid Rain would be about as common as a Stitch Face Turnip

(When Mallow spawns he's full of water weight. The more you use his up special, the lighter he gets. The lighter he gets the more range his jumps have and the easier it is to knock him off the stage.)

N Special = Shocker - A lighting bolt that charges while its not being used and gets bigger and faster the less its used. If you use it repeatedly it gets smaller and smaller and does less knockback and goes slower. In air Mallow spins and shoots four bolts in four directions and the damages gets split up as well as the size, speeds the same though. Fully charged bolt does about 35% with massive knockback. In air it does 12%. Does a little more than half the knock back of a fully charged one.

GRABS - All grabs are done with the sticky glove.

> Throw = Whomp Glove - Stretchs his arm out and grabs grabs the opponent then punches them with the whomp glove. With the timed hit the whomp glove doubles in size. Really good knock back. About as strong as Peachs >smash. Does about 15% alone with the timed hit it does about 27%.

< Throw = Back Drop Kick - Does a back drop. Then when they pop back up Mallow does a drop kick(Timed Hit). Does about 14% with out the kick and 34% with it. Pretty good knock back but wouldn't kill till higher percents

^ Throw = Upwards Freeze - Tosses them upwards and then throws a snowflake after them. Snowflake does about 10%(Timed hit). The toss alone does 16%

v Throw = Electrical Body Stomp - Throws them down then jumps on their gut with both feet and electricutes them if you do the Timed Hit. The throw alone does about 10% with the timed hit it goes up to about 22%.

AERIALS

Fair = Shocking Drop Kick - Has electrical knockback ofcourse. Very strong can kill and lower percentages. About 17%

Dair = Mid-Air Seat - Sits on somebody in the air. It spikes them doing about 15%

Bair = Backwards Headbang - Medium knockback. About 10%. Not a very good killing move til really high percents.

Nair = Chilly - Acts basically like Mewtwo's Nair with Ice knockback. 3% per hit.

Uair = Upwards Double Fist - Kind of long start up time. Kills of the top easily, but a lot of lag after. 18%

FINAL SMASH

FS = Star Rain - One huge star, like in the game, takes up the whole stage and even overlapse the edges of the stages so no one can recover. The star does 60% to everyone on the stage and everyone gets stuck in the ground. 20% to anyone that get hit by it and is trying to recover, it also spikes them.
 
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